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Kuliah #4 Iwan Sonjaya, MT

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Presentation on theme: "Kuliah #4 Iwan Sonjaya, MT"— Presentation transcript:

1 Kuliah #4 Iwan Sonjaya, MT
Game Design Kuliah #4 Iwan Sonjaya, MT

2 Game Design Game Setting and World Storytelling and Narrative
Character Development

3 Game Setting and World To someone who’s playing a game for the first time, the setting is vital to creating and sustaining player’s interest. “Graphic versus Game-play” debate Immersive ness and Suspension of disbelief The importance of harmony

4 The Dimension of a Game World
The Physical Dimension Dimensionality Scale Boundaries The Temporal Dimension Variable Time Anomalous Time Letting the Player Adjust Time

5 The Dimension of a Game World
The Environmental Dimension Cultural context Physical Surroundings Detail Defining a style Overused Settings Source of Inspiration

6 The Dimension of a Game World
The Emotional Dimension Limitation of fun The Ethical Dimension Game violence

7 Game Setting and World Realism versus Abstraction The Save-Game Issue

8 Storytelling and Narrative
The Story Spectrum No Story Arcade Game Strategy FPS RPG/Adventure Story-based Game-play Increasing Importance of Story to Gameplay Increasing game Complexity

9 Storytelling and Narrative
Christopher Vogler’s hero’s journey: The ordinary world The call to adventure The refusal of the call The meeting with the mentor Crossing the first threshold Tests, allies, and enemies The approach to the innermost cave The ordeal The reward The road back The resurrection The return with the reward

10 Circular Story Form Act 1 Act 2 Act 3 Ordinary World Call to Adventure
Refusal Meeting the Mentor Crossing the First Threshold Test, Allies, and Enemies Approach to the Innermost Cave Ordeal Reward The Road Back Resurrection Return with the Reward Circular Story Form

11 Plot Pacing Act 1 Act 2 Act 3 Delayed crisis in a three-act story
First Threshold Ordeal Climax The Road Back Delayed crisis in a three-act story Act 1 Act 2 Act 3 First Threshold Ordeal Climax The Road Back Central crisis in a three-act story Central Crisis Delayed Crisis

12 Storytelling and Narrative
Balancing Narrative and Game-play Multi-Part Stories Series Serials Episodic Delivery

13 Character Development
Art-Driven Character Design Visual Design Physical Design and Super-Sensuality Cute Sidekicks

14 Character Development
Story-Driven Character Design The character needs to intrigue the player The character needs to get the player to like him The character needs to change and grow according to experience.

15 Growth of Character Act 1 Act 2 Act 3 Limited Awareness
Increased Awareness Reluctance to Change Overcoming Committing Experimenting Preparing Big Change Consequences Rededication Final Attempt Mastery Growth of Character

16 Character Development
Character Archetypes Hero Mentor Higher Self Allies Shape Shifter Threshold Guardian Trickster Shadow Herald


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